Tuesday, 5 July 2011

How I implemented my Interface part 3

In Photoshop, I pushed the boundaries to create the HUD in my interface. In the file I have created 15 layers, this is by far the biggest file on my memory stick, I decided to give the player some instruction as to how to combat and how to open your inventory, so I displayed these on screen to help the player know how to play the game.













I have given the player a busy, but innovative HUD because I think that this is something that hasn't been in a platform game for some time, in fact the last time I saw a HUD like this was in 1999 when Spyro 3: Year of the Dragon, it had a map and gems. I also wanted to portray the colour scheme to be similar to this aspect of the genre that the PlayStation took with Spyro the Dragon. I started with distinctively separate the background to have the sky and the grassy areas. I then moved onto the hills and giving them a darker shade of green using the paint brush tool. I then went onto creating the jewel indicator and lives and health bar using many shape tools and I rasterised them to become shapes not text as they were originally. I coloured them in different colours and using the pencil tool, I switch colours to give the illusion of it changing colour.

I then imported my asset from Unit 34 2D Animation, it's a picture of Luna and I added some legs as the picture had no legs and wouldn't look right if I left it like it was. I then moved onto the enemies and the requirement message at the bottom using a combination of the rectangle tool, paint brush tool and paint bucket tool.

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